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Need Help Hoist the colors (For the 125431th time)

In the character file, you can assign the voice clip which is spoken when the dialogue starts in the line ch.greeting. In RESOURCE\INI\ALIASES\Greetings_alias, you assign one or several clips to that greeting. If it's more than one, the game will choose one randomly.

You can also add a "play sound" to any dialogue case in the dialogue c-file. For an example, look at the dialogue file of Lil Carlos (Devlin Opera). There's always a construction sound when you talm to him. JRH uses this quite a lot to let characters make sounds or say things during dialogues.

I don't know if your clips might be a bit too long. Not from a technical standpoint, it should work anyway, but just from a "logical" standpoint a twenty second voice clip might be a bit too much.

Thanks!

For some reason when trying to do PlaySound("VOICE\ENGLISH\DavyJones1.wav"); nohing happened, and after trying to launch the game again it crashed... i will try it again.
 
The game crashes right away...maybe there is something i'm missing in the format of the sound file, i have converted it from ogg to wav, bitrate maybe ?

File attached.
 

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  • DavyJones1.rar
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It might have something to do with the bitrate.

I've got access to @Jack Rackham 's sound library and am using voice clips from there for the Devlin Opera. Sometimes I just had to "kill a darling" because the clip wouldn't play in game. The woman at the Turks meeting still has that problem, while another character there has the same functional voice clip as any other man but for some reason still talks about how awesome the dutch schooner is. xD
 
I converted the sound to something similar and played it from console.c with
PlayStereoSound("VOICE\ENGLISH\DavyJones1.wav"); and it works in game.
 

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  • fixed sound.7z
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Finally! I have finished DMC to a good point, a lot of love and time has been put into this storyline, and i hope it shows :)

Jumpshare download link

There are two scenes left to be done, Church/Shore fight and the final Dutchman/Kraken fight

Some Todo's are still there (small stuff), and some scenes could be flashed out some more with music and effects.

Later i plan to:

1. Finish DMC and expand on some scenes.
2. Do a few scenes from At the world's end so we have a starting point.
3. Test how the new storyline plays out with all the side quests in mind, check if there are no plotholes, as i did not have time to play them yet.
4. Add DMC related sidequests.

And me or someone will have to update the wiki at some point. :rolleyes:

I will leave it up to you @Grey Roger to decide if current leading up to DMC is in need of changing.

What i will need help wiith:

1. Church location which @Jack Rackham already knows about.
2. James Norrington could use a better pirate model.

But for now, i need a little break from Hoist the Colours. Of course i will fix any bugs asap, and will help with other projects.

So this is where i leave things for a week or two! :cheers
 
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1. Church location which @Jack Rackham already knows about.
If you mean the lighthouse I can make it possible to lock the door from outside.
Would that be of any help for you?

You know already how to add locators inside if needed.
 
I've been playing "Hoist the Colours" from the start, including doing a load of Sparrow-modified sidequests, and am now almost in a position to start testing DMC. "Sao Feng's Bodyguards" is well under way and I'm on the verge of completing "Find the Missing Son of the Spanish Admiral", which will lead to "Justine le Moigne's Disappearance".
 
I've been playing "Hoist the Colours" from the start, including doing a load of Sparrow-modified sidequests, and am now almost in a position to start testing DMC. "Sao Feng's Bodyguards" is well under way and I'm on the verge of completing "Find the Missing Son of the Spanish Admiral", which will lead to "Justine le Moigne's Disappearance".

Cool! As i can't test it right now anymore myself, i have broken both of my game installs with tinkering way too much with them, and can't be bothered to reinstall, i shall wait for the update :D

@Jack Rackham i will get back to you when i decide what we could do for the church location, i know how to disable or change the reloads to locations too, i just need the location itself i know everything to take it from there i think. But i'm not sure if we even need the lighthouse, i will think about it more today.
 
After some searching i have found the exterior for the Jungle church location which would suit it really well, we could use the lighthouse as it's interior if it does not have it's own, and place a hay stack or something for the player to jump on next to the church.

The issue is that i only managed to find this one screenshot of this location, it is from Sea Dogs: To Each His Own, @Jack Rackham maybe you have files from this storm engine game on your computer ?

Unfortunately i don't have Sea Dogs installed...
 

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That looks like a location I already have imported (from TEHO I think). MODELS\Locations\Graveyard.
The tower has no interior.

But the Lighthouse has its own surroundings (shore and sea etc).
Not sure if it would be easy to arrange something...
 
Couldn't we just place a reload locator near the towers entrance and make it reload to the lighthouse's interior and pretend it is the interior of the said tower ? might not be super pretty but i don't have many more ideas, it would be close enough to resemble the movie's scene and have an interesting space for the fight to happen...
 
Yes it's possible of course.
I tried to remove the landscape around the lighthouse inside but
the top floor got deleted as well.

I'll try something else tomorrow...
 
Couldn't we just place a reload locator near the towers entrance and make it reload to the lighthouse's interior and pretend it is the interior of the said tower ?
I think you have to go with that. Couldn't make anything else to look good.
 
Would it be possible to make a modified version of the lighthouse interior using a different texture with opaque windows?
 
I will have to try and see for myself how both locations look, but not much of a choice anyway.

Maybe any of you know/have tried if we can add HP to an object make object an npc ?

The whole idea is to make tentacles that attack you when kraken is summoned into npcs with hp, so i can check if tentacle is killed in the quest...

And the last idea, is it possible to turn sea into sand/make ship sail sand/ground ? :wp And the ground must be walkable by the player...i know that sounds a bit much xD

Updated first post with the download link to the latest version, and i should at some point fix up my videos so they all are in the format that every story seems to be using...
 
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Meanwhile, I've reached "Justine le Moigne's Disappearance". After talking to Governor le Moigne, I went out to the outskirts of St. Pierre - since fixing the system for false flag recognition, I'm now in the habit of mooring at the beach when visiting a hostile town. Justine le Moigne was out for a walk with her two guards and refused to talk to me. First question - why isn't she talking? Second question - why is she even there, this is "Justine le Moigne's Disappearance", not "Missing Son of Spanish Admiral"!

In the normal "Missing Son" sidequest, after you talk to Arabella, case "Lucas_search2" contains a trigger to make her and the guards disappear when you leave the area. No such trigger is set in the "Hoist the Colours" version of "Missing Son" because after you talk to Justine, she and the guards walk towards the town gate, then disappear. If you leave the area before they do, they're still there if you go back. I probably didn't notice them on the way into St. Pierre during "Justine Le Moigne's Disappearance" because they'd have been behind me when I was on my way from the beach into town. But I certainly saw them when I was on the way back.

So I've added the missing code from the normal sidequest into case "Lucas_search2". Then I found a savegame from before I'd done "Missing Son", did a speedrun of the start of the quest, and checked that Justine and the guards do now vanish if I leave the area. (Or I can stay around and watch them walk into town before returning to my ship.)
 
In the normal "Missing Son" sidequest, after you talk to Arabella, case "Lucas_search2" contains a trigger to make her and the guards disappear when you leave the area. No such trigger is set in the "Hoist the Colours" version of "Missing Son" because after you talk to Justine, she and the guards walk towards the town gate, then disappear. If you leave the area before they do, they're still there if you go back. I probably didn't notice them on the way into St. Pierre during "Justine Le Moigne's Disappearance" because they'd have been behind me when I was on my way from the beach into town. But I certainly saw them when I was on the way back.

So I've added the missing code from the normal sidequest into case "Lucas_search2". Then I found a savegame from before I'd done "Missing Son", did a speedrun of the start of the quest, and checked that Justine and the guards do now vanish if I leave the area. (Or I can stay around and watch them walk into town before returning to my ship.)
Nice one, to be honest, i never even noticed that, good to see this quest being patched up!
 
By the way, on the topic of patching things up, at the very start of Hoist the colours, isn't this guard supposed to talk to me right away ? As well... he does not, he talks only after i reload to sea or any other location and visit this shore again... did you encounter this @Grey Roger ?

Maybe the radius of the locator that triggers this must be increased ?

And yes now i have one somewhat working game install, i had to delete all saves and the options file, they were too far gone xD

I have found a few errors in foolproofing at the begging of my quest, you will more than likely encounter them, i have not disabled exit from dalma's shack in the first scene, and forgot to add my beloved DisableFastTravel to the scene with Gibbs right after.

To my defence i was just learing the code again at that point, and obviously i was a bit rusty :rolleyes: I have fixed it up in my version so you can ignore it, i'm aware, but ill wait for something else to pop up till i upload it.


hmmm.png
 
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To my defence i was just learing the code again at that point, and obviously i was a bit rusty :rolleyes: I have fixed it up in my version so you can ignore it, i'm aware, but ill wait for something else to pop up till i upload it.

@Grey Roger please ignore this statement, and download these files, i have ran trough my quest again, and added many more little fix-ups, and you would get a worse first impression of my story without them...

It would be a waste of time for you to write about issues that i have already fixed. :napoleon And try to have 10000 Gold or more on you to get more dialogue options....
 

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  • Tia Dalma_dialog.c
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  • quests_reaction.c
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